aspect ratio

This commit is contained in:
2024-04-27 17:36:26 +02:00
parent fd64ee4b02
commit c8b4375ba5
7 changed files with 161 additions and 0 deletions

27
learning/shapes/box.frag Normal file
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
//draw box
//float left = step(0.1,st.x); // everything > 0.1 = 1.0
//float bottom = step(0.1,st.y); // everything > 0.1 = 1.0
//float right = 1.0-step(0.9,st.x);
//float top = 1.0-step(0.9,st.y);
//color = vec3(left*bottom*top*right);
vec2 bottom_left = step(vec2(0.1),st); // does the same as previous code but passes vec2's to get both
vec2 top_right = vec2(1.0)-step(vec2(0.9),st);
color = vec3(bottom_left.x * bottom_left.y * top_right.x * top_right.y);
gl_FragColor = vec4(color, 1.0);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
// vec3 color = vec3(0.0,0.0,0.0);
float pct = distance(gl_FragCoord.xy, (vec2(0.5)*u_resolution)) // find a way to make this a circle even when non 1:1 aspect ratio
vec3 color = vec3(pct);
gl_FragColor = vec4(color, 1.0);
}

21
learning/shapes/main.frag Normal file
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
varying vec2 v_texcoord;
void main(void) {
vec4 color = vec4(vec3(0.0), 1.0);
vec2 pixel = 1.0/u_resolution.xy;
vec2 st = gl_FragCoord.xy * pixel;
vec2 uv = v_texcoord;
color.rgb = vec3(st.x,st.y,abs(sin(u_time)));
gl_FragColor = color;
}